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Azzeddine Boudouaia; Samia Mouas; Bochra Kouider – Journal of Educational Computing Research, 2024
The field of computer-assisted language learning has recently brought about a notable change in English as a Foreign Language (EFL) writing. Starting from October 2022, students across different academic fields have increasingly depended on ChatGPT-4 as a helpful resource for addressing particular challenges in EFL writing. This study aimed to…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, Teaching Methods
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Huang, Fang; Teo, Timothy; Zhou, Mingming – Journal of Educational Computing Research, 2019
This article explores Chinese English as a Foreign Language (EFL) teachers' attitudes toward technology use and the factors that influence their technology acceptance. A qualitative study was conducted with data obtained from semistructured, in-depth interviews of 14 university teachers from six provinces. The interview data revealed that Chinese…
Descriptors: English (Second Language), Second Language Learning, Second Language Instruction, College Faculty
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Li, Bingqing – Journal of Educational Computing Research, 2022
This study sought to understand whether and how a group of English as a foreign language (EFL) teachers in mainland China were ready for the emergency remote teaching triggered by the COVID-19 pandemic and explains the underlying mechanisms that influenced their readiness. The urgency of the sudden shift to online teaching during the COVID-19…
Descriptors: Online Courses, Educational Change, Pandemics, COVID-19
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Chen, Hao-Jan Howard; Hsu, Hsiao-Ling; Chen, Zhi-Hong; Todd, Andrew G. – Journal of Educational Computing Research, 2021
Many studies have found that computer video games can offer a facilitative vocabulary learning environment. Among different types of computer games, adventure games have received much attention because of their rich input and immersive learning environment. However, some researchers have indicated that because of the characters' fast-talking speed…
Descriptors: Vocabulary Development, Second Language Learning, Second Language Instruction, English (Second Language)
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Tai, Tzu-Yu; Chen, Howard Hao-Jan – Journal of Educational Computing Research, 2021
Virtual reality via mobile-rendered head-mounted displays (MVR) has emerged as a valuable language learning tool. However, research has yet to fully access its effects on English as a Foreign Language (EFL) listening. Therefore, this study investigated the impact of MVR on EFL learners' listening comprehension. Seventy-two seventh graders in…
Descriptors: Computer Simulation, Simulated Environment, Instructional Effectiveness, English (Second Language)
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Chang, Mei-Mei; Lin, Mei-Chen – Journal of Educational Computing Research, 2019
This quasi-experimental study investigated whether a strategy-oriented media-based reading program could improve English as a Foreign Language (EFL) students' reading comprehension. Eighty-five students who were registered for English Reading at a university were recruited through convenience sampling to take part in the study. In this study, a…
Descriptors: English (Second Language), Second Language Instruction, Reading Comprehension, Educational Technology
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Chen, Hsiu-Ling; Vicki Widarso, Gracia; Sutrisno, Hendri – Journal of Educational Computing Research, 2020
ChatBot has potential as a language learning tool, especially for learning Chinese vocabulary. This study aimed to investigate the impact of using a newly developed ChatBot to learn Chinese vocabulary by comparing how it works in different learning environments and to explore the ChatBot with reference to the Technology Acceptance Model (TAM).…
Descriptors: Computer Mediated Communication, Computer Assisted Instruction, Chinese, Vocabulary Development
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Tay, Lee Yong; Lim, Cher Ping; Lim, Siew Khiaw – Journal of Educational Computing Research, 2015
Many factors affect the use of information and communication technology (ICT) for teaching and learning in schools: policy and school leadership, physical and technological infrastructure, teachers' practices and beliefs, curriculum and assessment, and professional development. The subject area, that has not been given as much attention in…
Descriptors: Technology Uses in Education, Elementary Schools, Educational Technology, Technology Integration
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Müller, Amanda; Son, Jeong-Bae; Nozawa, Kazunori; Dashtestani, Reza – Journal of Educational Computing Research, 2018
This article explores the usefulness of a web-based education game for learning English idioms and examines attitudinal factors contributing to the learning of the idioms with the game. The two studies reported in this article involved two groups of English as a foreign language students in two different contexts. The students were surveyed on…
Descriptors: Web Based Instruction, Educational Games, Figurative Language, Computer Assisted Instruction
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Baran, Evrim; Uygun, Erdem; Altan, Tugba – Journal of Educational Computing Research, 2017
Recent interest in integrating mobile apps into teaching will continue growing. There remains, however, a pressing need to develop methods and resources to support and educate preservice teachers about the use of these technologies. This case study aimed to examine preservice teachers' criteria for evaluating educational mobile apps. Nineteen…
Descriptors: Preservice Teachers, Student Attitudes, Teaching Methods, Usability
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Hwang, Wu-Yuin; Manabe, Kinnosuke; Cai, Dong-Jhe; Ma, Zhao-Heng – Journal of Educational Computing Research, 2020
The aim of this study is to present three contributing factors to kinesthetic learning. This study employed advanced recognition technologies, pedagogical mechanisms, and interesting activity design. First, kinesthetic learning with a speaking accuracy measuring function to facilitate English as foreign language (EFL) learning is proposed. Namely,…
Descriptors: Kinesthetic Methods, Second Language Learning, Second Language Instruction, English (Second Language)
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Bolliger, Doris U.; Mills, Daniel; White, Jeremy; Kohyama, Megumi – Journal of Educational Computing Research, 2015
Researchers investigated perceptions of Japanese college students toward the use of digital games in English-language learning. The study was conducted at one large private university in Japan. Undergraduate students who were enrolled in 14 English-language courses were invited to complete a paper-based survey during class time. The survey…
Descriptors: Foreign Countries, English (Second Language), Second Language Learning, Video Games
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Wang, Wen-Yen; Huang, Yueh-Min – Journal of Educational Computing Research, 2017
English is one of the most important second languages in nonnative English-speaking countries, where learning English usually begins in primary school. To this end, vocabulary learning is regarded as the most fundamental and crucial stage in developing the student's English language capability. While some studies have explored strategies of…
Descriptors: Vocabulary Development, English (Second Language), Elementary School Students, Syllables
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Hung, Hui-Chun; Young, Shelley Shwu-Ching – Journal of Educational Computing Research, 2015
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Descriptors: Educational Games, Handheld Devices, Educational Technology, Video Games
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Blyth, Carl – Journal of Educational Computing Research, 1999
Reports results of a case study of the implementation of a set of culturally-based computer programs designed to accompany a college level 1 French text. Findings indicated that understanding college level students' beliefs about language learning is helpful if innovative language programs are to be successful. (Author/AEF)
Descriptors: Case Studies, Computer Assisted Instruction, Computer Software, French